using System.Collections.Generic;
public class AOTGenericReferences : UnityEngine.MonoBehaviour
{

	// {{ AOT assemblies
	public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string>
	{
		"DOTween.dll",
		"Lit.dll",
		"Newtonsoft.Json.dll",
		"System.Core.dll",
		"UniTask.dll",
		"UnityEngine.CoreModule.dll",
		"UnityEngine.UI.dll",
		"mscorlib.dll",
	};
	// }}

	// {{ constraint implement type
	// }} 

	// {{ AOT generic types
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HBFramework.AudioManager.<LoadAudioClips>d__23>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HBFramework.PanelManager.<OpenPanel>d__10<object>,object>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Panel_Loading.<HideLoading>d__11>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Panel_Loading.<ShowLoading>d__10>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<SSceneManager.<LoadScene>d__5>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<SSceneManager.<ReleaseScene>d__6>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<HBFramework.AudioManager.<LoadAudioClips>d__23>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<HBFramework.PanelManager.<OpenPanel>d__10<object>,object>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Panel_Loading.<HideLoading>d__11>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Panel_Loading.<ShowLoading>d__10>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<SSceneManager.<LoadScene>d__5>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<SSceneManager.<ReleaseScene>d__6>
	// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>
	// Cysharp.Threading.Tasks.CompilerServices.IStateMachineRunnerPromise<object>
	// Cysharp.Threading.Tasks.ITaskPoolNode<object>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,object>>
	// Cysharp.Threading.Tasks.IUniTaskSource<UnityEngine.SceneManagement.Scene>
	// Cysharp.Threading.Tasks.IUniTaskSource<object>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,object>>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<UnityEngine.SceneManagement.Scene>
	// Cysharp.Threading.Tasks.UniTask.Awaiter<object>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,object>>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<UnityEngine.SceneManagement.Scene>
	// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<object>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,object>>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<UnityEngine.SceneManagement.Scene>
	// Cysharp.Threading.Tasks.UniTask.MemoizeSource<object>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,object>>
	// Cysharp.Threading.Tasks.UniTask<UnityEngine.SceneManagement.Scene>
	// Cysharp.Threading.Tasks.UniTask<object>
	// Cysharp.Threading.Tasks.UniTaskCompletionSourceCore<Cysharp.Threading.Tasks.AsyncUnit>
	// Cysharp.Threading.Tasks.UniTaskCompletionSourceCore<object>
	// DG.Tweening.Core.DOGetter<float>
	// DG.Tweening.Core.TweenerCore<float,float,DG.Tweening.Plugins.Options.FloatOptions>
	// DG.Tweening.Plugins.Core.ABSTweenPlugin<float,float,DG.Tweening.Plugins.Options.FloatOptions>
	// LitFramework.AssetManager.<LoadAsset>d__3<object>
	// LitFramework.Singleton<object>
	// System.Action<UnityEngine.EventSystems.RaycastResult>
	// System.Action<UnityEngine.Vector3>
	// System.Action<byte,System.DateTime>
	// System.Action<byte>
	// System.Action<float>
	// System.Action<int>
	// System.Action<object,object>
	// System.Action<object>
	// System.Collections.Generic.ArraySortHelper<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.ArraySortHelper<UnityEngine.Vector3>
	// System.Collections.Generic.ArraySortHelper<int>
	// System.Collections.Generic.ArraySortHelper<object>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// System.Collections.Generic.Comparer<System.ValueTuple<byte,object>>
	// System.Collections.Generic.Comparer<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.Comparer<UnityEngine.SceneManagement.Scene>
	// System.Collections.Generic.Comparer<UnityEngine.Vector3>
	// System.Collections.Generic.Comparer<byte>
	// System.Collections.Generic.Comparer<int>
	// System.Collections.Generic.Comparer<object>
	// System.Collections.Generic.Dictionary.Enumerator<object,byte>
	// System.Collections.Generic.Dictionary.Enumerator<object,object>
	// System.Collections.Generic.Dictionary.KeyCollection.Enumerator<object,byte>
	// System.Collections.Generic.Dictionary.KeyCollection.Enumerator<object,object>
	// System.Collections.Generic.Dictionary.KeyCollection<object,byte>
	// System.Collections.Generic.Dictionary.KeyCollection<object,object>
	// System.Collections.Generic.Dictionary.ValueCollection.Enumerator<object,byte>
	// System.Collections.Generic.Dictionary.ValueCollection.Enumerator<object,object>
	// System.Collections.Generic.Dictionary.ValueCollection<object,byte>
	// System.Collections.Generic.Dictionary.ValueCollection<object,object>
	// System.Collections.Generic.Dictionary<object,byte>
	// System.Collections.Generic.Dictionary<object,object>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,object>>
	// System.Collections.Generic.EqualityComparer<UnityEngine.SceneManagement.Scene>
	// System.Collections.Generic.EqualityComparer<byte>
	// System.Collections.Generic.EqualityComparer<object>
	// System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<object,byte>>
	// System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<object,object>>
	// System.Collections.Generic.ICollection<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.ICollection<UnityEngine.Vector3>
	// System.Collections.Generic.ICollection<int>
	// System.Collections.Generic.ICollection<object>
	// System.Collections.Generic.IComparer<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.IComparer<UnityEngine.Vector3>
	// System.Collections.Generic.IComparer<int>
	// System.Collections.Generic.IComparer<object>
	// System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<object,byte>>
	// System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<object,object>>
	// System.Collections.Generic.IEnumerable<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.IEnumerable<UnityEngine.Vector3>
	// System.Collections.Generic.IEnumerable<int>
	// System.Collections.Generic.IEnumerable<object>
	// System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<object,byte>>
	// System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<object,object>>
	// System.Collections.Generic.IEnumerator<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.IEnumerator<UnityEngine.Vector3>
	// System.Collections.Generic.IEnumerator<int>
	// System.Collections.Generic.IEnumerator<object>
	// System.Collections.Generic.IEqualityComparer<object>
	// System.Collections.Generic.IList<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.IList<UnityEngine.Vector3>
	// System.Collections.Generic.IList<int>
	// System.Collections.Generic.IList<object>
	// System.Collections.Generic.KeyValuePair<object,byte>
	// System.Collections.Generic.KeyValuePair<object,object>
	// System.Collections.Generic.List.Enumerator<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.List.Enumerator<UnityEngine.Vector3>
	// System.Collections.Generic.List.Enumerator<int>
	// System.Collections.Generic.List.Enumerator<object>
	// System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.List<UnityEngine.Vector3>
	// System.Collections.Generic.List<int>
	// System.Collections.Generic.List<object>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,object>>
	// System.Collections.Generic.ObjectComparer<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.Generic.ObjectComparer<UnityEngine.SceneManagement.Scene>
	// System.Collections.Generic.ObjectComparer<UnityEngine.Vector3>
	// System.Collections.Generic.ObjectComparer<byte>
	// System.Collections.Generic.ObjectComparer<int>
	// System.Collections.Generic.ObjectComparer<object>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,object>>
	// System.Collections.Generic.ObjectEqualityComparer<UnityEngine.SceneManagement.Scene>
	// System.Collections.Generic.ObjectEqualityComparer<byte>
	// System.Collections.Generic.ObjectEqualityComparer<object>
	// System.Collections.Generic.Queue.Enumerator<object>
	// System.Collections.Generic.Queue<object>
	// System.Collections.ObjectModel.ReadOnlyCollection<UnityEngine.EventSystems.RaycastResult>
	// System.Collections.ObjectModel.ReadOnlyCollection<UnityEngine.Vector3>
	// System.Collections.ObjectModel.ReadOnlyCollection<int>
	// System.Collections.ObjectModel.ReadOnlyCollection<object>
	// System.Comparison<UnityEngine.EventSystems.RaycastResult>
	// System.Comparison<UnityEngine.Vector3>
	// System.Comparison<int>
	// System.Comparison<object>
	// System.Func<System.DateTime>
	// System.Func<int>
	// System.Func<object,System.DateTime>
	// System.Func<object,int>
	// System.Func<object,object,object>
	// System.Func<object>
	// System.Linq.Buffer<object>
	// System.Linq.EnumerableSorter<object,int>
	// System.Linq.EnumerableSorter<object>
	// System.Linq.OrderedEnumerable.<GetEnumerator>d__1<object>
	// System.Linq.OrderedEnumerable<object,int>
	// System.Linq.OrderedEnumerable<object>
	// System.Predicate<UnityEngine.EventSystems.RaycastResult>
	// System.Predicate<UnityEngine.Vector3>
	// System.Predicate<int>
	// System.Predicate<object>
	// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.DateTime>
	// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.DateTime>
	// System.Runtime.CompilerServices.TaskAwaiter<System.DateTime>
	// System.Threading.Tasks.ContinuationTaskFromResultTask<System.DateTime>
	// System.Threading.Tasks.Task<System.DateTime>
	// System.Threading.Tasks.TaskFactory.<>c__DisplayClass35_0<System.DateTime>
	// System.Threading.Tasks.TaskFactory<System.DateTime>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>
	// System.ValueTuple<byte,System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>>
	// System.ValueTuple<byte,System.ValueTuple<byte,object>>
	// System.ValueTuple<byte,UnityEngine.SceneManagement.Scene>
	// System.ValueTuple<byte,object>
	// UnityEngine.EventSystems.ExecuteEvents.EventFunction<object>
	// UnityEngine.Events.InvokableCall<byte>
	// UnityEngine.Events.UnityAction<byte>
	// UnityEngine.Events.UnityEvent<byte>
	// UnityEngine.Pool.CollectionPool.<>c<object,object>
	// UnityEngine.Pool.CollectionPool<object,object>
	// }}

	public void RefMethods()
	{
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Panel_Loading.<HideLoading>d__11>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Panel_Loading.<HideLoading>d__11&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Panel_Loading.<ShowLoading>d__10>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Panel_Loading.<ShowLoading>d__10&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<UnityEngine.SceneManagement.Scene>,SSceneManager.<LoadScene>d__5>(Cysharp.Threading.Tasks.UniTask.Awaiter<UnityEngine.SceneManagement.Scene>&,SSceneManager.<LoadScene>d__5&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,HBFramework.AudioManager.<LoadAudioClips>d__23>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,HBFramework.AudioManager.<LoadAudioClips>d__23&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UnityAsyncExtensions.AsyncOperationAwaiter,SSceneManager.<ReleaseScene>d__6>(Cysharp.Threading.Tasks.UnityAsyncExtensions.AsyncOperationAwaiter&,SSceneManager.<ReleaseScene>d__6&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,HBFramework.PanelManager.<OpenPanel>d__10<object>>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,HBFramework.PanelManager.<OpenPanel>d__10<object>&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<HBFramework.AudioManager.<LoadAudioClips>d__23>(HBFramework.AudioManager.<LoadAudioClips>d__23&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<Panel_Loading.<HideLoading>d__11>(Panel_Loading.<HideLoading>d__11&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<Panel_Loading.<ShowLoading>d__10>(Panel_Loading.<ShowLoading>d__10&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<SSceneManager.<LoadScene>d__5>(SSceneManager.<LoadScene>d__5&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<SSceneManager.<ReleaseScene>d__6>(SSceneManager.<ReleaseScene>d__6&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.Start<HBFramework.PanelManager.<OpenPanel>d__10<object>>(HBFramework.PanelManager.<OpenPanel>d__10<object>&)
		// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.Start<object>(object&)
		// object DG.Tweening.TweenExtensions.Play<object>(object)
		// object DG.Tweening.TweenSettingsExtensions.OnComplete<object>(object,DG.Tweening.TweenCallback)
		// object DG.Tweening.TweenSettingsExtensions.SetDelay<object>(object,float)
		// object DG.Tweening.TweenSettingsExtensions.SetUpdate<object>(object,bool)
		// Cysharp.Threading.Tasks.UniTask<object> LitFramework.AssetManager.LoadAsset<object>(string)
		// object Newtonsoft.Json.JsonConvert.DeserializeObject<object>(string)
		// object Newtonsoft.Json.JsonConvert.DeserializeObject<object>(string,Newtonsoft.Json.JsonSerializerSettings)
		// object System.Activator.CreateInstance<object>()
		// object[] System.Array.Empty<object>()
		// object System.Linq.Enumerable.First<object>(System.Collections.Generic.IEnumerable<object>)
		// System.Linq.IOrderedEnumerable<object> System.Linq.Enumerable.OrderBy<object,int>(System.Collections.Generic.IEnumerable<object>,System.Func<object,int>)
		// object[] System.Linq.Enumerable.ToArray<object>(System.Collections.Generic.IEnumerable<object>)
		// System.Collections.Generic.List<object> System.Linq.Enumerable.ToList<object>(System.Collections.Generic.IEnumerable<object>)
		// System.Collections.Generic.IEnumerable<object> System.Reflection.CustomAttributeExtensions.GetCustomAttributes<object>(System.Reflection.MemberInfo)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,GameEntrance.<StartGame>d__0>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,GameEntrance.<StartGame>d__0&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,HBFramework.HotUpdate.<OnGMBtnClick>d__1>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,HBFramework.HotUpdate.<OnGMBtnClick>d__1&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,Panel_DialogTip1.<ShowTip>d__17>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,Panel_DialogTip1.<ShowTip>d__17&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,Panel_DialogTip2.<ShowTip>d__21>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,Panel_DialogTip2.<ShowTip>d__21&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter<System.DateTime>,HBFramework.NetworkTimeUtility.<GetNetworkTime>d__5>(System.Runtime.CompilerServices.TaskAwaiter<System.DateTime>&,HBFramework.NetworkTimeUtility.<GetNetworkTime>d__5&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<GameEntrance.<StartGame>d__0>(GameEntrance.<StartGame>d__0&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<HBFramework.HotUpdate.<OnGMBtnClick>d__1>(HBFramework.HotUpdate.<OnGMBtnClick>d__1&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<HBFramework.NetworkTimeUtility.<GetNetworkTime>d__5>(HBFramework.NetworkTimeUtility.<GetNetworkTime>d__5&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<Panel_DialogTip1.<ShowTip>d__17>(Panel_DialogTip1.<ShowTip>d__17&)
		// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<Panel_DialogTip2.<ShowTip>d__21>(Panel_DialogTip2.<ShowTip>d__21&)
		// object& System.Runtime.CompilerServices.Unsafe.As<object,object>(object&)
		// System.Void* System.Runtime.CompilerServices.Unsafe.AsPointer<object>(object&)
		// System.Threading.Tasks.Task<System.DateTime> System.Threading.Tasks.Task.Run<System.DateTime>(System.Func<System.DateTime>)
		// object UnityEngine.Component.GetComponent<object>()
		// bool UnityEngine.EventSystems.ExecuteEvents.Execute<object>(UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents.EventFunction<object>)
		// System.Void UnityEngine.EventSystems.ExecuteEvents.GetEventList<object>(UnityEngine.GameObject,System.Collections.Generic.IList<UnityEngine.EventSystems.IEventSystemHandler>)
		// bool UnityEngine.EventSystems.ExecuteEvents.ShouldSendToComponent<object>(UnityEngine.Component)
		// object UnityEngine.GameObject.AddComponent<object>()
		// object UnityEngine.GameObject.GetComponent<object>()
		// System.Void UnityEngine.GameObject.GetComponents<object>(System.Collections.Generic.List<object>)
		// bool UnityEngine.GameObject.TryGetComponent<object>(object&)
		// object UnityEngine.Object.Instantiate<object>(object)
		// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform)
		// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform,bool)
	}
}